Personally i think Zephyrs boon is perfectly fine, partly due to the limited number of Auras we have access to.
I do like the idea of the 15point traits being part of the actual class as well.
What else i would like to see is a trait in Arcane about master/Grandmaster level that decreases the cool down for ALL attunement skills.
Soothing Mist would have to be buffed to make it worthy of going higher into the tree. Seeing as its like 100hps while in Water which is fine, Now if it was moved to say Grandmaster Minor it would have to at least be doubled to make it worth being that high in the tree.
What they should do is have NO class that is the same tier for BOTH Health and Armor. So Change up the Warrior and Ele. My idea would be to move Warrior down a Tier in Health and the Ele up one in health.
It is pretty much just these 2 classes that have issues, on the opposite scale. The rest i think are fine the way they are.
Re: thief dodge/cc.
You’re kidding right? On my thief eles are easiest class to kill, with LB rangers 2nd.
As a thief I have so many gap closers and my damage is so big I only need a few hits to put you down on an ele.
Good luck dodging me when im in stealth. What cc are you talking about. I lose conditions as soon as I enter stealth.
Roaming on my ele is 100x harder than on my thief. Mainly because every single class is a danger to an ele and you can’t really pick and choose your fights. My low health and armour on my thief is compensated for by my huge burst. Not on the ele!
This.
we are a class that has had its reason for having Low health and Low armor removed – Them being the high burst which was nerfed, Healing which was nerfed, Mobility which was nerfed…
I can understand why Ele had such low health and armor at the start of the game but since all the nerfs and buffs to everyone else, it simply isnt warranted anymore. Even if the nerfs were removed, i don’t think we would become gods again due to how much other classes have been changed and the current meta.
so, fire focus skills really need a change, water 2 on focus needs change
conjure weaps r fine
we need more base hp or buff our dmg
rtl needs cooldown reduction, like 30 sec normal and 25 sec if u hit enemy?
earth dagger 4 needs cooldown reduction
well w this changes ele would pretty well be balanced i guess?
No idea about focus, i think i used it to simply unlock the skills and havent used it since. I would say the Conjures (except FGS) are in need of work. Either the Duration removed or the number of uses removed, i would prefer the number of uses removed. This would of course mean slight changes to some of the skills.
I agree with either need our base stats increased to compensate or increase our damage which we can’t have due to the fact we are forced into defensive options due to the fact we start at a disadvantage thanks to the low health and low armor.
I would say: 30second basic cool done if you don’t hit anything, 15seconds if you hit something. Considering it isnt a stun break, you can still be CC during it and everything else
D/D wise, i personally think all Earth skills need to be adjusted. The auto attack is terrible. Ring of Earth is okay. Magnetic Grasp likes to bug out and refuse to hit the person even if they are in range. Earthquake cool down is like 15-20seconds too long and i think that Churning Earth could use a few tweaks. I know its meant to be a heavy hitter and everything but the cast time is simply to long to make it of any use in PvP and the fact that you need to use another 40second cool down utility to even stand a chance of it hitting, says it all….
Of course in WvW you’re going to have to build for some defense… that is true of all classes.
No. No. No. That is true for CERTAIN classes. Mesmer, Thief, Warrior can go FULL zerker gear wise and take a select few traits and have WAY more defence than what we have even when we go bunker – Thanks to Stealth, Blinks, teleports, Clones, Invuls, Immunities, Blocks, Insane Regen, insane CC
what as a class does Ele have?
Mist Form = 3 seconds, 75 second cool down
Amor of Earth = 6 second Stability and Protection
Now we have a FEW options on weapons (lets say D/D)
Cone of Cold = 10 second cool down. Decent healing
Frost Aura = 40second cool down. 10% damage reduction + Chill
Cleansing Wave = 40second cool down. 1 condition removed, small heal (AoE)
Shocking Aura = 25second cool down. 1 second stun every 2 seconds for 4 seconds
Thats it, that is our defence. Ignoring healing slot as everyone has that. Now compare that to what other classes have access to…
Counters for Mist form? Conditions still continue to tick. You cant do anything other than swap attunements and now compare that to Endure Pain which has a 1 second longer duration, low cool down and allows you to continue attacking, heal and everything else. Armor of Earth counters? easily corrupted or removed Boons
So, not only do these classes either have more health or armor (or both) they also have better defensive options and more damage…
We sacrifice Damage to counter the inbuilt problems the class has. What does the likes of Warrior sacrifice for everything they have? The answer – Nothing.
thief is hard countered by this game mechanic called dodge and cc.
So you able to see Thief in stealth?
Because seeing as outside of combat they have have perma stealth.
You have to SEE a thief to be able to get ready, you don’t see it. You die.
Okay, a 12 k Backstab would be on a full zerker ele/ranger with absolutely no sustain and the thief has 5-10 stacks of might.
I took 16k damage last night from ONE backstab, that alone left me with just over 2k health…This on a build with more than 1500toughness and just over 18k health.
I can assure you, i was in no way a Zerker build.
Backstab needs to have its damage reduced by A LOT considering that it is a FREE attack has what a 4-8second cool down depending on what skill you use to get back into stealth Maybe have it so that it requires say 50% of your total initiative to use. So if you don’t have enough you can’t use it. To be able to do 16k+ damage in ONE hit from stealth from which you might not even know they are there – how do you counter such a thing?
What i don’t get, every other MMO has a PENALTY for being in stealth one that normally reduces movement speed, why is it in this game being in Stealth and taking a trait INCREASES your movement speed….
(edited by ArmageddonAsh.6430)
Just curious – All they see is what map you are on, whats so bad about that? Its not as if they see your EXACT location while on that map do they? I know they do for Parties but thats fine.
I agree. The more armor you have, the less damage you should be able to do.
This. The sad thing is, the class with the HIGHEST armor and HIGHEST Health (Warrior) also has the BEST Passive Regen, the BEST mobility and plenty of skills and traits that can be defensive enough that he needs not fear about the need of getting defensive armor – can go full Zerker and still have plenty of defence.
THIS is the biggest issue of the game. Certain classes them being Mesmer, Thief, Warrior and Engineer to an extent don’t need to worry about defence. They have SO much built into the class be it Stealth, Invul, Immunities, Leaps, teleports, Blocks and other skills/traits that they CAN go full Zerker gear wise and STILL be very tanky thanks to that
THIS is what needs to be fixed, well that and the crappy Condition Meta that we are STILL in…
Look at Ele, we are FORCED to go defensive in BOTH traits AND armor due to the fact we are the ONLY class with the lowest health and lowest armor and what else do we have? terrible utilities that aren’t as good as defensive options of other classes and yet somehow are given longer cool downs.
Because of this REQUIREMENT to build defensive to counter the already inbuilt disadvantage we are at having the lowest health and lowest armor. We don’t even get any buff to Power or anything to counter the fact we are the only class with Low health and low armor…
Can we PLEASE get a GOOD combat log. I mean the current one is SO awful it is simply not even worth having in the game most of the time.
They need to add the options for:
1) AI – allow us to see what damage was done by AI (minions, illusions, ext)
2) Conditions – Allow us to see what condition damage was dealt
3) ALL skills – Allow us to see ALL the skills that player uses. Such as Mist Form and such
This could be added to the top list where it says what to show. Combat could be separated into different areas to allow us to choose exactly what we want to see.
For example. I popped mist Mist form, under a second later – i was downed. Now i have NO idea what it was that downed me and i am pretty sure i had no conditions on me
So in this instance the current combat log has ZERO help for why i was downed. I like to look at it and see what damage i took and such and see if i can improve in some way for future fights but in its current set up – it is simply useless.
Also, the combat log is rather very short. I mean i had a 20minute fight with someone and it like recorded about 50% of it which doesnt really help at all.
You have to work 10 times as hard with an ele to get the same result as most other classes.
Yep. You have to go through ALL attunements use all your skills and them them just right to do the same thing as some classes can do in 2-3 hits…
We are in need of some serious work. I think our overall damage HAS to be increased if they have no intention of increasing our survivability with an increased health or armor pool.
It is quite sad when having nearly 500healing Power and seeing a Warrior have MORE passive healing by simply equipping a Signet, it would take FOUR stacks of Regen to even just be a LITTLE better regen than it is for the highest health and highest armor class that just equips a signet – that never runes out (unless used) and can’t be corrupted or removed…
I was killed in like 2 seconds yesturday by a thief, while having more than 18k health and just over 1500 toughness. it took TWO seconds for me to be downed and they did just over 21,000damage to me in under TWO seconds…
So even we try to go a little more offensive we will still get ganked by builds that have NOTHING we can do to counter it Its either go Bunker and die a little slower and be a threat to no one damage wise or go more offensive and die in seconds….
THAT is the sum of our build options.
Say the Devs came and said something like: We know the class is in real need of adjustments and we would like to get your ideas of how you would adjust the class.
What would yours be?
Mine would be involving just D/D as i dont use the other weapons so i can’t comment on them.
First i would like to see some more attunement combos. All we have really at the moment is Area Might with say Ring of Fire or Burning Speed into Earthquake or Churning Earth.
For me i would add more combo options. Cleansing Wave, I would slightly lower the healing done and add a Water field that grants say 1 second of regen every 1 second and the field lasts for say 4-5seconds and along with that i would change Burning Speed – keep the Evade it is getting but make it a Leap Finisher, the distance and everything stay the same the fire wall would still be the same length and everything, it would just add that little extra.
Ride The Lightening, this not only needs to have its missed cool down reduced but maybe add a finisher to it or something same goes for Updraft – surely you are LEAPING backwards so why isnt it a Leap finisher?
I think the Auto attacks of D/D could be adjusted a bit, Air is fine but i find the others rather lacking. The damage from them is rather low as well.
(Taken from my Auto attacks topic)
Fire: Up the base damage. Maybe add 1-2second burning as well?
Water: Add so that the ele is healed when casting and on impact it deals small radius AoE damage to enemies and AoE again in a small radius healing to allies
Air: I dunno, i really think its in its “right” place at the moment so i dont think it needs any adjustments
Earth: Full redesign. I just can’t stand that it is a single target and that it has a terrible animation. Not quite sure what it could be changed to though, keep the bleeding and add a AoE aspect to it. Maybe have it as a sort of reskinned version of Dragons Claw where it fires out 3 stone spikes or something. Any target hit by any of the spikes gets damaged and bleeding. The Range to stay the same.
Heal wise, i think we are reasonable here, i do think that Signet of Restoration could be bumped up a bit 246 per a cast is rather low for someone with nearly 500Healing Power. I do wish we had a Heal that was a mix between Glyph of Harmony and Signet of Restoration. In that you gain health when casting and then get a reasonable heal (3-4k) and then a Boon based on your Attunement. Though i doubt that would ever happen. In its current state Signet of Restoration is just a an average version of Healing Signet.
Utilities wise, i think most of them need to have the cool downs reduced. I would like to see the usage limit of the Conjures except FGS of course to be removed and just let us use them as many times as we want in that 60seconds
I think Signets need to be redesigned and have the actives actually WORTH using. Currently i find the Passive bonuses to be much more worthwhile and not worth using the active in most cases.
Some of the Glyphs are rather lacking as well Storms has too long a cast time and is rather long cool down for something that isnt that great, Sandstorm has its uses but other than that they dont really offer anything that you couldnt get elsewhere. Lesser Elementals, well they are just an even worse version of a very average elite. Renewal, insane cast time and cool down, the tooltip is rather poor as well seeing as it is one ally (unless Earth i think) i do think that the cast time and the cool down both need to be heavily reduced.
Elite wise, i think most of them are rather weak (except FGS) in there own way, i think Tornado needs to be bought up to Plague Form survivability levels at the very least and have its Toughness increased while we are using it. The Elementals allow us to CHOOSE when to use their “best” attack (best being the ones that the lessers dont have)
If you want more damage you need to build for it. Ele can hit much, much higher crits than 1.2k in a single attack, I assure you.
I would prefer to not die in seconds though. Even so, with 73% crit damage, nearly 1,800power and still the damage is rather poor.
Like I said, if you want more damage you need to build for it. Similarly, if you want to survive with less toughness and healing, you need to practice playing with less toughness and healing. My build has defenses and healing, and I have ~2050 power and 110% crit chance with it. If I need more survival a change of armour still leaves me over 1950 power and over 90% crit chance. My response above was from experience – you really can’t claim it’s incorrect to me because it’s tried and proven. This too, is from experience. ANet won’t buff ele damage because someone wants to build defensively.
110% crit chance is a waste, you know that right, if you run with Zephyrs boon and Arcane Fury than you are wasting A LOT of precision. How much Crit Damage do you have?
The point is we are FORCED into getting defensive gear, the amount depends on the player and the build but EVERY build takes some defensive stats – why? because without them and running with 11k health and the lowest armor in the game simply would mean death in most cases.
In most cases, its not even the damage that is the main issue, its the serious lack of sustain which when added with the rather poor auto attacks and the very long cool downs of some skills means we just can’t do that much damage unless you go full zerker with 11k health and one missed skill in a rotation would get punished and you would die in most cases.
Just curious, in WvW how much does your D/D auto attacks hit for, seeing as you have like 200extra power, though no mention of your crit damage, toughness or Vitality
Ele isn’t really supposed to use autoattacks unless his rotation is broken. You have a lot of spells to be busy with.
And for the water and (especially) fire 2 are pretty much autoattacks: they have short cd’s, nice damage and long channeled cast time so you can fill attunement swap time with them.Earth: Full redesign. I just can’t stand that it is a single target and that it has a terrible animation. Not quite sure what it could be changed to though, keep the bleeding and add a AoE aspect to it. Maybe have it as a sort of reskinned version of Dragons Claw where it fires out 3 stone spikes or something. Any target hit by any of the spikes gets damaged and bleeding. The Range to stay the same.
Earth 1 have a nice and unusual feature – it goes up the cliffs. Useful in forest’t mid. It also have guaranteed projectile finisher that can be used to… wait, nothing reall, d/d ele have only crappy fire field for that. Well, maybe someday we’ll get water field on cleansing wave – that would be a real buff the we deserve. Or we’ll get a condition option to put that burnings and bleeding to a good use. However 300 range is really sad for single targeted spell that supposed to be applied continuously.
I was talking about D/D auto attacks.
If you want more damage you need to build for it. Ele can hit much, much higher crits than 1.2k in a single attack, I assure you.
I would prefer to not die in seconds though. Even so, with 73% crit damage, nearly 1,800power and still the damage is rather poor.
Does anyone else think that the Auto attacks on some of the weapons and attunements need to be improved?
For me on D/D the only good Auto attack is Air as it hits fast and is pretty good damage, in my build it does about 1-1.2k crits which is reasonable. Not amazing but decent and the pace of them is quite good.
Fire i think is rather lacking, it would do about 1.5k if all 3 flames hit and all 3 crit but they crit individually so its normally around 1k damage as i normally get 1 crit hit at most
Water I also find lacking, i know its not meant to be a serious damage dealer but i think it needs something else added
Earth i like the Bleeding, i dont like the animation or the way it is cast with it being single target only.
For me i think i would like to see buffs and/or changes to the attacks.
Fire: Up the base damage. Maybe add 1-2second burning as well?
Water: Add so that the ele is healed when casting and on impact it deals small radius AoE damage to enemies and AoE again in a small radius healing to allies
Air: I dunno, i really think its in its “right” place at the moment so i dont think it needs any adjustments
Earth: Full redesign. I just can’t stand that it is a single target and that it has a terrible animation. Not quite sure what it could be changed to though, keep the bleeding and add a AoE aspect to it. Maybe have it as a sort of reskinned version of Dragons Claw where it fires out 3 stone spikes or something. Any target hit by any of the spikes gets damaged and bleeding. The Range to stay the same.
(edited by ArmageddonAsh.6430)
Warrior is op because it lacks weakness. Period.
Warriors running healing surge are reasonably where warriors should be.
This was in less that 20 sec…
One more:
…………………………….
You do know these prove NOTHING right….
For all we know you could have just stood there and done nothing and let them kill you just to try and prove some point. Though i do wonder what build you have seeing as all the options your class has to negate conditions or remove them….
Ele damage is king.
PvE, where in the content most of the mobs don’t dodge or move out of AoE and where they just stand their and let you burst them…
It is simple: The Devs play Warriors. They will NOT fix the class. This has already been proven. They are SO very happy (and wrong most of the time) in how they nerf classes yet when it comes to Warriors – a pathetic 8% nerf to the BEST regen in the WHOLE game which will be more than countered by the fact the active will be given a good 20%+ buff. Anet are the reason the game will NEVER be balanced. Having a dev team play ONE class is VERY poor decision
And yet, we had all those things since the beta and the warrior was still considered a free kill for 9 months before cleansing ire and healing signet.
We even had at least double the damage, but we couldnt live long enough to do it.
Noone ofcourse complained about these things back then.Now that we actually pose a threat, all the whiners want warriors to go back to being insignificant.
Tip:
When another class gets a nerf and you dont, its basically a buff for you when fighting against them.
The ONLY people that think Warrior is “Balanced” is Warriors and the Devs.
what needs to be adjusted – read that ADJUSTED not nerfed into being useless but to be more balanced:
1) Healing Signet – the Passive “nerf” is simply not enough and you can bet that the buff to the active will be more than 8%. the “nerf” is a mere 38(ish) HpS that is really nothing.
2) Hammer – The CC spam on this weapon is out of control and the Conditions last for to long. A few tweaks to the cool downs, mostly of the Burst and this would be fixed
3) Mobility – A simple fix, make Rush and other skills work the same as Ride The Lightening. If you don’t hit a target a target, you get a double cool down. This is mostly for Rush
ArmageddonAsh.6430:
“They have that, its called going full Zerker. Though one blocked/missed skill and you are going to be dead. Unlike other classes that have plenty of defence CAN go full Zerker and still haven plenty of defence be it from health/Armour tier or from stealth, immunities, blocks, invuls and others.”
I guess its just not quite the way I’d like it to be, I’d like to be able to go 30 in air for example and still have a decent shot at survival with d/d in mind. without 30 arcane and 15 water its just too hard to keep up with the rest.
Yep. It is disappointing. We are FORCED into taking defensive traits/gear to counter the inbuilt weaknesses of the class.
I mean, you have the best mobility (thieves), the highest health (tied with necro), highest armor (heavy class, tied with guardian)), insane CC spamming ability(thief, mesmer), the best regen in the game (ranger, guardian) and very good damage( around the middle of the list) and yet you want MORE….
Fixed it for you
What we have not: Boon spamming and boon hate, clones, stealth, non telegraphed skills, fields, access to protection, blind spam.
Just carrying the Greatsword you can escape ANYONE
You compare the health with Necro – yet Necro have low armor and next to no defensive options. They have 6second protection every 60 seconds and a Class Mechanic that not only needs to have A LOT of traits to be any good but melts the moment it is focused AND has VERY little access to stability. You compare Armor, how much health does Guardian have again?
Lol did you just say Mesmer have insane CC? Yeah, if they take 2 Utilities with 30 second and 45 second cool downs, take Greatsword for another on 30second cool down and another on 45 second cool down. That 4 and it costs A LOT seeing as you are having to use 2/3 of your utilities. Warrior – 3 with 10second, 20second and 30 second cool downs and thats just from ONE weapon set (and Burst) you could also get another 3 from Utilities….
Sorry but Healing Signet is ONE slot item, requires NOTHING else. I have over 500 healing on my ele and my Regen would require FOUR stacks to be ONLY marginally better than a Passive Regen that requires it to be slotted and nothing more.
what other class has ALL of this…
You don’t need any of that when you have the joint highest health, joint highest armor (and only class to be top of both) blocks, immunities, insane regen, insane mobility and other things…
Then we need to do a hell of a lot more physical damage.
You know, since the condition meta is king, if we were the profession that conditions absolutely destroy, then our physical damage would have to be something to die for.
This is the problem with most warriors, they demand to be better than EVERYONE else. Maybe, just maybe you could like everyone else take skills(s) to counter conditions….
I mean, you have the best mobility, the highest health, highest armor (at start), insane CC spamming ability, the best regen in the game and very good damage and yet you want MORE….
Everyone else has to sacrifice something to get something. What does Warrior sacrifice to get any of that? To get defence – i have to sacrifice damage and the other way around if i want damage i have to sacrifice defence.
I think it is about time that Anet fixed this with Warriors, they sacrifice nothing to have the best of everything.
Ele: are fine if you make everything else fine.
If they fixed everything else, this would make Ele even worse. They have TERRIBLE sustain and damage. You go Zerker and one missed skill means you die. Ele are forced to go into defence to counter the fact they have Lowest Health and Lowest Armor and average damage after all the nerfs they have been slapped about with.
They need to be buffed so they can be more offensive and not have to trait and build so much to counter the innate weaknesses of the class. They need to improve the sustain of the class quite a lot. We are forced into going with Health and Toughness.
Karl, I think you should consider having an option for d/d ele to do a great amount of damage with the draw back of being very squishy, but also having skills if timed right, that counter condis and dmg. That would make my world <3
They have that, its called going full Zerker. Though one blocked/missed skill and you are going to be dead. Unlike other classes that have plenty of defence CAN go full Zerker and still haven plenty of defence be it from health/Armour tier or from stealth, immunities, blocks, invuls and others.
Diminishing returns as in WoW? Well, the huge difference is that DR is needed there, the amount of CC in WoW is ridiculous compared to GW2 (eg: 20s fear vs 2-3s fear).
Diminishing Returns IS needed. Getting chain CC to death simply should not happen. Warrior Hammer being the worst offender. They need to add a removable Boon that only gets applied once you get CC:
Determined: For the next 5 seconds any CC used against you will have reduced affect and duration.
Stacks up to 5 times.
1 stack = 20% reduction
2 stack = 40% reduction
3 stack = 60% reduction
4 stack = 80% reduction
5 stack = 100% reduction
So say a Warrior uses Staggering Blow, that would give you Determined(would need better name) then they use Backbreacker It would last 1.6seconds but give you another stack (now you have 2 stacks for 5 seconds) The warrior then uses Earthshaker (lets say with full adrenaline) but now the stun lasts 1.2seconds.
The more they spam CC the weaker it will become until they are immune and if the player continues to try and spam CC the duration of the “boon” keeps rebuffing, so the more players just wildly spam CC the longer the person(s) they are fighting is immune to them.
(edited by ArmageddonAsh.6430)
Thanks for the replies…
So, what I could understand about the above opinions regarding my build:
1. HP is too low, I should try to raise it to 15k – 16k.
2. Reduce toughness and focus on keeping crit chance and dmg as high as possible
3. My traits distribution makes no sense at allI will rebuild the char and send a new suggestion…
Please let me know if you have any further suggestions.
Thanks
Personally.
Embers Might is useless, you have 200 condition damage so i wouldn’t waste traits on things that are pure condition based. If you are aiming for Power – i would go with Internal Fire myself. I would also swap out Persitisting Flames and go with Pyromancer’s Puissance. I would drop 10 points in Earth (minimum) and take Air trait Zephyrs Boon. Replace Windborne Dagger with Elemental Attunement and swap Arcane Energy for Renewing Stamina.
You don’t need 40%+ Crit chance, i would drop it down to around 30% as you will be at around 50% when attunement swapping and using Aura’s
Skills wise, i would swap out Signet of Restoration. I find it the weakest heal we have unless you go full healing and even then its stop that amazing compared to others. I run traited Glyph of Elemental Harmony myself and it works great.
I wouldn’t run a full Signet build without taking the 30point Earth trait Written in Stone which would allow you to keep the passive bonuses. Taking Travelers Runes, though expensive grants solid bonuses and the 6/6 bonus means freeing up a utility slot as well.
All of our Elite skills are rather weak, you will want to be using the “right one” (even though it won’t actually be that great coz as i said they are all weak) for the right job. Tornado has several glaring weaknesses such as no increased toughness and the fact the Stability is easily removed and thus makes you 100% useless unlike say Plague Form.
0/10/10/20/30, 0/0/20/20/30, 0/0/10/30/30 are dagger dagger builds most tend to run.
I run 0/20/0/20/30 myself.
Taking I and VIII in Air, V and X in Water and II, VIII and XI in Arcane
Aiming for around 30% Crit Chance, 16-17k Health, 1500-1700 Toughness and as much Critical Damage i can get. Not sure how effective it will become once the Crit Damage changes are made.
I run with Glyph of Elemental Harmony, Glyph of Elemental Power, Mist Form, Signet of Fire and FGS or Tornado
So the question remains. What makes the ele downstate OP?
This. I just don’t understand it. It is during a MINOR situation. It requires a certain situation to even be used. I mean Ele have been nerfed everywhere else – So why not just let them have this?
Lowest Health, Lowest Armour, Longest utility cool downs….
Quick math:
1. RTL was considered OP: 1500 range, 15 seconds CD.
They nerfed it to 1200 range, 40 seconds CDBefore: 1500/15 = 100 range/second
Now: 1200/40 = 30 range/secondIt was nerfed by 70%
100*(100-30)/100= 70%2. Healing Signet is considered OP. They nerf it by 8%
Conclusion: They are very careful at nerfing warriors but they don’t give a kitten about eles. This is why Rush isn’t nerfed
Hope this helped
Sad but true. You can bet the active of Healing Signet will get more than a 8% buff as well to compensate. It doesn’t even deserve to be buffed 8% nerf is like 38Hps loss, that is NOTHING worthy of a buff.
I think it goes towards what aspect you find yourself having more issues. For me condition based players are a lot easier to deal with now that I switched to focus yet melee very bunker types are a bit harder. My preference towards these 2 stats has changed during the past week. I used to like 16-17k of hp minimum and 2500-2600 of armor. Now I focus a lot more on armor and less on hp. Currently running my very high burst damage dealer spec where my hp is 15.1k fully buffed with WvW bonuses it reaches over 18k and my armor with rock barrier is 31.6k.
You have 31.6k armor with Rock Barrier? O.o
That came out wrong. 3.1k. Where did I get the 6 lol
I was going to say, you would be unkillable lol
I think it goes towards what aspect you find yourself having more issues. For me condition based players are a lot easier to deal with now that I switched to focus yet melee very bunker types are a bit harder. My preference towards these 2 stats has changed during the past week. I used to like 16-17k of hp minimum and 2500-2600 of armor. Now I focus a lot more on armor and less on hp. Currently running my very high burst damage dealer spec where my hp is 15.1k fully buffed with WvW bonuses it reaches over 18k and my armor with rock barrier is 31.6k.
You have 31.6k armor with Rock Barrier? O.o
Personally i would say a bit of both. I am to have about 16-17k health (pre buffs, like WvW stuff) and then want to have about 1600-1700Toughness,.
I do love the elitism of some people on these forums, So because i think Conjures are rubbish, with FGS being the exception mostly thanks to its high damage yet i see it used more to ESCAPE than to attack means nothing.
The only reason it looks so “good” is because just how average all our elites are…
Which is pretty much the same thing as you’re doing when it comes to glyphs.
The thing is, you have to look at skills in combination with traits and other skills to see their true value. You call signets actives and passives weak individually, yet there is a trait that allows eles to have both at the same time. You say conjures only have 15 charges, but you get 2 weapons and can trait them to have 25 each. You call glyphs weak because you look at their individual effects, but being able to cater your effects to specific opponents is very useful.
Each player has their own preferences and there is nothing wrong with that. However, you shouldn’t go around trying to make your opinion law and then call out when others do the same.
Not at all like what i have been saying. Not once i have said that no one else doesn’t play ele because their views are different THAT is what i was commenting on, funny how you leave the post i was actually commenting on out of your quote….
Also, i have said some of the Glyphs are good, the heal and power are solid even if the stun break on the Power one is rather wasted seeing as you want it cast before or early in combat.
Elite elemental is decent, nothing more but it is NOT worth the huge cool down it currently has and how the elementals summoned are out of your control and rather average. As i said elsewhere, Quality > Quantity. Anet seemed to have gone with the quantity when it comes to the elemental glyphs – rather than quality.
The fact we have to trait for them to be worth using says it all. Say those traits didn’t exist – then what would those skills be like? Not everyone can go into the specific traitlines and spend points to make HUGE cool down skills with low durations worth using.
I have to agree, our elites are rather lacklustre (not including FGS) But i am curious, doing 6-10k Crit damage using the Meteor Storm into Tornado – what would the same skill do without using Tornado? But yes, slightly off topic.
In my view:
Lightening Flash – Decent skill, mostly used to get Churning Earth off, will only work once due to the person will know right after and be able to avoid it most of the time. I do question the extra 10second cool down for the added little damage.
Armour of Earth – Even with the cool down reduction i find it rather weak. I think what would help would having it so that it grants extra Toughness for the duration as well, the boons can be easily removed by several classes.
Cleansing Fire – Decent condition removal, the Burning is rather weak and the cool down is rather high. Unless built for condition damage it is rather weak and does that justify such a high cool down? In my opinion no.
Mist Form – Rather high cool down, low duration i think it should remove ALL of – stuns, cripple, Chill, , Immobilize
That is it, none of them are really “wow, that is a must have skill” You take Armour of Earth or Mist Form because in most cases you know that you need defence
Only Necromancer could get a useless skill made even worse. I just don’t understand it.
Meteor Storm is an awesome skill with awesome design, and I will defend its current state until the end, because its about as balanced as it gets.
Also, the dude just got confused and thought you were talking about lightning strike (the scepter skill/air 15 trait).
I disagree, he specifically states about the use of Tornado to do such damage. That alone means nothing for the class having to use a 180second Elite cool down for ONE skill, It says a lot.
While it might do 6-10k crit hits when using Tornado – Remove Tornado and what is the damage that is that counts because we all know it will get fixed at some point because it nothing more than using glitch sort of away to make the skill do such damage.
What do you mean every 40 seconds? It’s more like every 4-5 seconds with Fresh Air.
The ele isn’t in such a bad state seriously. Mine is running around with 20k hp (21500+ with guard defense stacks ) and meteors crit between 6-10k with tornado, and I have about 1700 toughness. A single well placed meteor shower will globally do over 50k dmg agains’t people who fail to dodge, I made the sum out of my combat log yesterday.
We just needs a few buffs to the useless traits.
You are confused Fresh Air has NO affect on it what so ever, it is a 40second cool down no matter if you use Fresh Air or not seeing as Fresh Air only gets you back into Air attunement and Lightening Flash is a utility and not a weapon skill.
Right and without having to blow a 180second cool down Elite skill which will soon enough get fixed, what does Meteor Storm do?
I have already stated several times that of course the skills and cooldowns would need to be rebalanced. They could even give it say a 30second cool down.
You were talking about “skills” you never said “weapons”. Talking about kit mechanics, we state that default cd for weapons would be 1 second.
weapon skills? Weapon skills wouldnt have to be changed at all. The Conjure skills as in the 1-5 skills that get changed to once you summon it would be the skills that would get damage adjustments and cool down adjustments.
I reckon to make it that little bit different to kits, Allow them to use them for as long as they want, add a 30second cool down once you switch out to either another kit or back to your default weapons.
Maybe even make that it equipping one “Conjure Kit” would make it so that you wouldn’t be able to use another or switch just between them. So you couldn’t go from Lightening Hammer into Frost Bow.
The simple fact is, you are wrong. The class has access to as many skills at any one time as every other class – 5.
Kits have 1 second cooldown. That’s ridiculous.
So? Give them the same 1 second cool down and it would be fine then?
Are you trolling? My point is that kit system for ele won’t work because of OPness
Are you unable to read? I have already stated several times that of course the skills and cooldowns would need to be rebalanced. They could even give it say a 30second cool down.
So that you can use it as long as you want, but once you leave it is given a 30second cool down before you can use it again.
Just saying it will be “OP” despite ignoring that i have said SEVERAL times that the skills and cool downs would need to be adjusted makes you look more of a Troll than me.
By “Best” skill i mean the one that is exclusive to the Elite version of the elementals, the Ice field one the lesser elemental has. They could go both way and make it so that both the Elite and Lesser Glyph of Elementals has the “active” use and of course the skills would be different.
But wheter that’d be more useful is debatable. For the Ice Elemental, having the ice field as a trigger would be far more desirable to auramancers. Yet healing orientated eles would want the heal. The air elemental’s swiftness would be preferable out of combat, the stun in combat. And yet others would want the fire elemental’s might buff on demand rather than just the attack. So just picking the ability that the lesser version doesn’t have isn’t going to work. You would end up with pretty much the same discussion we’re having now. Some players would say it’s great, others say Anet picked the wrong skill and it should be changed.
That is true but going by “best” as in the skill only the elite version has would mean it would be them skills. I am pretty sure that Air swiftness doesn’t work outside combat. The clear difference would be the fact that EVERYONE would get to choose WHEN to use the skills.
Be it something that amazing to them, or just something that is useful. You saying that Auramancers don’t care about the heal at all? The problem is the fact that all the different builds wouldn’t be able to say “yes that skill” as it would be different for many of them so either have useful skills for some, while amazing for others or have zero control over the skills at all.
The only way i could see it being good for everyone would be for example combining the Ice field with the heal but having to have both weakened to counter that – would people want that? Personally, i don’t think they would.
The simple fact is, you are wrong. The class has access to as many skills at any one time as every other class – 5.
Kits have 1 second cooldown. That’s ridiculous.
So? Give them the same 1 second cool down and it would be fine then?
You do realise that 35 skills at the same time is overpowered in any state?
If my engi had 3 more kits – oh hell“at the same time” – you might be confusing Guild Wars 2 with WoW seeing as Ele is limited to FIVE weapon skills at any one time – Just like every other class.
So again “35 skills at same time” = W R O N G
Also lets not forget exactly how long most of the skills ele has access to is, even the Utilities are overdone on cool downs for skills that aren’t even that powerful in most cases.
Just imagine engi with six kits. Nuff said. It needs another limitation like “one weapon at a time”
The simple fact is, you are wrong. The class has access to as many skills at any one time as every other class – 5. Sure, during the course of a fight they have access to more but at the cost of them being weaker and having longer cool downs to counter the number of skills.
Remember. It is Quality not Quantity that counts. If it was all about the number of skills the classes have access to, why are Ele struggling so much in pretty much every single part of the game?
Warrior (buff)
All other (nerf)That’s how Anet works lads. Vigor nerfs, poison nerfs, etc to all classes guess which class buff…..
Unfortunately, this is true. It is rather odd that the things that COULD be dangerous to Warrior seem to be all the things that get nerfed…
You do realise that 35 skills at the same time is overpowered in any state?
If my engi had 3 more kits – oh hell
“at the same time” – you might be confusing Guild Wars 2 with WoW seeing as Ele is limited to FIVE weapon skills at any one time – Just like every other class.
So again “35 skills at same time” = W R O N G
Also lets not forget exactly how long most of the skills ele has access to is, even the Utilities are overdone on cool downs for skills that aren’t even that powerful in most cases.
In my opinion what i would like to see happen, which would require balancing and tweaking of skills, damage and maybe cool downs…
1) Remove the 60second duration
2) Remove the Usage LimitMake them work like Engineer Kits
The ONLY one that should not be touched is the FGS, Maybe increase the skill usage say to 25-30, remove the fact that the Auto attack counts towards it and then leave the rest the way it is.You do realize that this mechanics is IMBA for PvP?
You do realise that is why i said: “which would require balancing and tweaking of skills, damage and maybe cool downs”
In my opinion what i would like to see happen, which would require balancing and tweaking of skills, damage and maybe cool downs…
1) Remove the 60second duration
2) Remove the Usage Limit
Make them work like Engineer Kits
The ONLY one that should not be touched is the FGS, Maybe increase the skill usage say to 25-30, remove the fact that the Auto attack counts towards it and then leave the rest the way it is.
As far as I know, the cooldown for the air stun is somewhere in the 10-15 seconds range. I believe the same goes for most of the other abilities, though I’ve never actually sat downed and timed them exactly. Guess I should probably do that some day.
However, when it comes to the Ice Elemental, I think I’d rather have the ice field on call than the heal. It makes for some great combos, escpecially the blast (AoE armor of frost).
By “Best” skill i mean the one that is exclusive to the Elite version of the elementals, the Ice field one the lesser elemental has. They could go both way and make it so that both the Elite and Lesser Glyph of Elementals has the “active” use and of course the skills would be different
The “best” attacks for the Lesser Elemental and thus could be given the same treatment would be:
Air – Windborne speed – Grants swiftness to nearby allies for 10 seconds and cures chilled, crippled and immobilized.
Earth – Power Punch – Melee attack. Deals ~600 damage and inflicts weakness for 5 seconds.
Fire – Lightning Storm – Deals ~1000 area damage to nearby foes, cripples them for 3 seconds, and grant nearby allies 3 stacks of might for 10 seconds. While casting this spell, the Fire Elemental flies up in the air and evades attacks. (why the silly name? :/)
Ice – Frozen Ground – Creates a frozen ground. Foes in the frozen ground become chilled for one second every second. Lasts for 5 seconds.
So other than the fact that in like 1 situation that being downed near a tower or keep you want the WHOLE skill nerfed for that OPE situation…
To me it is fine the way it is, i have lost plenty of kills through it and unlike some i don’t come crying to the forums about it. Rather than seeing it nerfed which it is unneeded they will still in most cases and after all isnt the downstate #2 meant to be for DELAYING to give that little slim chance at survival.
I think others should be fixed – Ranger, Necromancer, Guardian, Warrior, Engineer and Mesmer(Stealth only). First thins first, i would remove stealth stomps. They are MUCH worse than Vapor Form. Then i would make it that classes can’t just pop stability/blind and get it off as i think that is nothing more than a cheap tactic.
The thing they need to do, is make it about time. Having to time when to finish and when to use your Downstate #2 Now, i kinda think that Finishers are a bit to long cast time wise so it is a bit to easy in the right situation (no stealth, blind or Stability) to interrupt it.
In my opinion make all the down state #2 skills have a 1/5second cast time and make it so that Finish has 4/5-1second cast time. Make it so that Stealth/Vapor Form/Invul/ext means you can’t finish them and make it so that the downstate #2 bypasses both stability and Blind.
I love conjures but the “swap=drop” system, as Katran called it, is not perfect.
- Conjuring a fiery greatsword and going down => lost your sword.
- Conjuring a frostbow and a fiery greatsword for Tequatl => one weapon wasted.
- Using Mist Form while holding a conjured weapon => don’t try this at home.
- Picking up another bundle on the ground while holding a conjured weapon => why did you bother conjuring it?
Of all solutions posted so far I like the option best, that you drop a weapon on the ground and that you can pick it back up again to use the remaining charges. The weapon should still disappears after 60 seconds and the timer is reset to 60 seconds the first time someone picks it up. The other propositions (engi kit, replace only skills of specific attunement) are probably overpowered.
There are still some problems with this: In dungeons, you could pass a fiery greatsword around, everyone does skill 3 and 4, drops it and the next person gives it a shot. This is OP as well. A solution would be to store the cooldowns in the weapon, but this is likely difficult to implement.
Again, i would see the Utilities being the “kit” ones. They would of course have to have damage and such adjusted a little to counter it and make it so that they could work and still be balanced. Fiery Greatsword however, i think that would stay EXACTLY the same.
This has been suggested what I estimate a little over one kajillion (is that even a word?) times but if they worked like engy kits I would see no good reason to ever drop the FGS except for might stacking/healing purposes
of course Fiery Greatsword would be different as it is a Elite. The others i think could be changed a bit. Made into a Kit of course with changes to the skills, remove the one that is dropped on the floor.